改めて吉田の方から製作レシピのパッチ1.19における改修例、改修方針と、今後のレシピ追加方針、HQ製作方針などについての考え方を記載します。長文です。Here is Yoshida's example, ideas for layout for changes, later recipe addition goals, goals for HQ crafting. in patch 1.19. This is a long post.まず、以下が今回の改修によって追加されるパッチ1.19時点でのR50相当アイテムのレシピです。（コバルトやレッドカララントは新素材/新アイテム、調整中のため細部変更の可能性アリ）First, below is new R50 item recipe which will be included with patch 1.19 recipe change.(Cobalt or Red Colorant is new material/new item, it's being modified still so specifics may change)

これまでのレシピに比べれば、これでも簡略化しすぎと言われるかもしれませんが、マテリア化による装備アイテムの消費とマテリア装着のトライ&エラーを考えれば、現時点では十分と判断しています。防具一式だとメイン6部位分、つまりx6のコストで全身になります。これ以上複雑だと、ひとつの完成品を作るために時間がかかりすぎ、結果的に供給が不足して、バトルでのアイテム入手とバランスが取れなくなると考えています。また、バトル改修の中で、パラメータ1の差が、計算式上の比重が重くなるため、こだわるプレイヤーは、装備部位のベース性能+装着マテリアを綿密に計算することになります。これにより、これまで以上に広範囲のアイテムを量産する必要が出てくるため、全体のバランスを考えると、妥当な落とし所と判断しています。どのマテリアをどこにつけると、全体としてバランスが取れた一式になるのか、そのため各部位に、それぞれ何を装備すべきなのか、指南していくのもクラフターの役割になります。Compared to recipes up until now, you may say it is too simple but thinking of the trial and error making the equipment materialized and putting material on, so at this point decided this is enough. With full armor main being 6 parts, meaning x6 cost to make full.If it's more complicated it will take too much time to make one completed item.As a result thinking this will lower the supply and it will mess the balance with items obtained from battles. Also with battle changes 1 parameter different will be different in the calculation so for players who are particular, will make detailed calculation on base equipment stats + attached materia. By this it will require to mass produce wide range of items so thinking of balance as a whole, so in conclusion this is appropriate.By putting what materia on which part, how will it make balance set as a whole, what to equip in each part, it will be crafters role to teach/coach.

・パッチ1.20以降のエンドレシピ追加Post patch 1.20 including end recipe

さらにパッチ1.19を「基礎」と設定して、ここまでは「汎用クラフター向け」（ある程度頑張れば、それなりの人数がクラフターとして活躍できる）として、さらに上位のエンドレシピを追加していく予定です（マテリアクラフト実装後の状況を見て最終判断）。バトルコンテンツは今後さらに拡充されていくため、当然ドロップアイテムも強力になっていきます。クラフターメイドのアイテムは、マテリアクラフトとセットで強力化していかないと、結果的にクラフターメイドのアイテムは「死んで」しまいます。そこでより強力なパラメータを持つクラフターメイドのアイテムを追加し、そのレシピは、上記例以上に「複数スキル要求」「レア素材要求」「複数中間素材要求」を強く打ち出すことになります（現行レシピの最高難易度クラスを想定）。それらは、素材を揃えること自体に、第三者の協力が必要だったり、複数クラスでのレベリングを必要とされるものになります。つまり先鋭化です。常にパッチでの最新レシピを追いかけ、素材の入手先を検討し、市場の動向を読んで、アイテムを作っていくのが「クラフターとしての生き方」だと思っています。Also as patch 1.19 as "base" the "all purpose crafter" (if you work hard to a point some amount of people can become a crafter); planning to add higher end recipe (final decision to be made after observing situation with materia craft implementation)Battle contents will be expanded and drop items will be stronger. Crafter made items needs to be set with materia craft to improve or crafter made items will "die".So by adding strong crafter made items with strong parameters, and the recipe will require multiple skill, rare items, multiple mid-materials. (With current recipe highest difficulty class)By these, to obtain the material will require help from third party, or require multiple class. I believe the way of crafters living is to chase new recipes with patches, checking where to obtain the material, and reading the market and crafting the items.

・パッチ1.20以降予定のHQ製作改修Planned for post 1.20 HQ crafting changes.

パッチ1.20以降、HQ品の製作改修を予定しています。HQの品質が複数あり、その効果が非常にわかりにくい今の状況を修正するために、HQはノーマル品（NQ）とHQ（ハイクオリティ品）の2つに集約させた上で、しっかりNQとHQの性能差をつけることを検討しています。更に、HQの製作工程を以下のように変更しようと考えています。Post patch 1.20 planning to make changed to HQThere are currently multiple HQ and it's hard to understand the effect so in order to change so there will be summarized to Normal Quality (NQ) and High Quality (HQ) and making sure to look at the stat difference between NQ and HQ. Also for HQ thinking of changing to the following for crafting.

「最終完成品をHQ化する場合、その組み立てに必要なパーツすべてをHQで揃える」が基本。完成品の最終工程は、これで確実にHQが製作できる仕組みです。ただし、中間素材やベース素材のHQ化/HQ入手は確率に左右される仕組みを検討しているため、中間素材までは「HQを揃えるための努力」がかなり必要になります。その代り、最終工程は中間素材がHQであれば、100%HQが製作できることになります。In general "Making final HQ need to obtain all the parts as HQ" With this setup the end product after crafting this will result in HQ But, looking into rate of obtaining/making HQ mid material or base material so it will require to strive to obtain the HQ mid-materials. But on the other hand if the mid-materials are HQ you will be able to craft HQ 100%

更に上位の製作レシピでは上で例に挙げた「コバルトサバトン」を中間素材として、必要とするものが出てくることを想定しています。その場合、コバルトサバトンHQを中間素材として、他のHQ中間素材と組み合わせ、更に上位完成品のHQを目指すということになります。今後の拡張を考えると、この方がわかりやすく、チャレンジするポイントが明確化されるだろう、と想定しています。また「モンスタードロップでのみ手に入る素材」や「ギャザラーのみ入手できる素材」が製作レシピに絡む場合、バトル入手/ギャザリング入手のHQ品は、明確に需要が発生することになります。バトルとギャザラー、そしてクラフトがしっかり関係性を持ちますし、それこそ必要な素材を役割分担して集めてくることも要求されることになります。Also imagining for higher rank recipe the above mentioned "cobalt sabaton" will become the mid-material. In that case using Cobalt Sabaton HQ as mid-material along with other HQ mid-material to create higher rank HQ item. When thinking about future expansions this way is easier to understand, and the point of challenge is more clear. Also for recipes that has "materials obtainable only from monster drop" or "materials only obtainable from gatherer", the HQ material will require demand, so battle, gatherer and crafter will have relation, that will require demand to obtain those items.

・今後についてAbout the future

フィジカルレベルの廃止はクラフター/ギャザラーにも影響を及ぼします。現状のパラメータは、半ば強引に各クラフター/ギャザラースキルに影響を与えるように設計されており、イマイチ効果が認識されていなかったり、発揮できていないと認識しています。これも、STR100以上の採掘師のみが掘れる素材、VIT125以上の採掘師のみが掘れる素材、DEX115以上の甲冑師のみが作れるアーマーなど、R50以降先鋭化していくことを考えています。（後追いの実装になるので、パラメータの振り直しはちゃんと検討します）パラメータを振り直さなくても、装備するアイテムを「選ぶ」ことで、これをクリアすることもできます。つまり、クラフターもギャザラーも「装備にこだわる」ことで、製作できるものがあったり、入手できる素材がある、というように、同じクラスでも選択肢や細分化が可能になるという方針です。もちろん、先鋭化クラスを実装するのも、ひとつの方法だと思います。このアップデートの過程の中で、製作そのものの工程変更、採集そのものの工程変更も行います。（これはまた別の機会に皆さんのご意見も聞かせて頂こうと思います）Physical Level removal will affect crafter/gather also.Currently the parameter only affect the cracter/gatherer skill (not too much) and couldn't feel much effect or couldn't feel any difference. Thinking of miners who can obtain materials with STR100+ or Miners with VIT125 which can obtain certain materials, or armors which armorers with DEX115+ only can craft, sharpening past R50. (Will look into the parameter distribution carefully since it will be included later) By "choosing" the equipment to wear without distributing the parameters this can also be cleared. So the crafters and gatheres will be particular to the equipment to craft something or obtaining material. Goal is to be same class but being more specific, also thinking implementing specific class is another method also. With the course of this update it will change the progress of crafting, and gathering. (Planning to get everyone suggestion on this at another time)[b/]長文になりましたが、1.19及び、1.19以降の修正方針と概要は以上になります。It became long but 1.19 and post 1.19 changes goal and outline is as above

"In general “Making final HQ need to obtain all the parts as HQ” With this setup the end product after crafting this will result in HQ But, looking into rate of obtaining/making HQ mid material or base material so it will require to strive to obtain the HQ mid-materials. But on the other hand if the mid-materials are HQ you will be able to craft HQ 100%"

time to save HQ mats and work on some HQ electrum ignots and HQ boar leather

after reading this, im very disappointed. Lets hope the damage isnt too extreme. They force us to craft in this game, and now its getting nerfed. WTF man, cant rank up my job cuz leves are broken, all my hq shit is garbage now, and ya, no new content. and still no chocobos or airships! thank god i can get 10 billion colors of bathing suits though

Some may say that this revamp may be an oversimplification compared to previous recipes, but considering consumption of gear due to the implementation of materia and trial and error of materia gear, we think that this is appropriate for now. A complete set of protective gear is 6 pieces, so wishing to equip a full set of gear will incur 6 times the cost. If it becomes any more complicated, it will take too long to complete an item, so there will be an imbalance in items due to a lack of supply. Regarding the battle revamp, even the slightest change in the parameters will yield a significant impact, so meticulous players will have to calculate their gear’s base stats + materia in detail. Therefore, a wider variety of items will be necessary to maintain balance by placing appropriate gear with appropriate materia in the right places, so there will be added responsibilities for crafters.

Addition of End Recipes after Patch 1.20

Setting Patch 1.19 as the “foundation” with simple recipes for basic crafters, we plan on adding on to the foundation with higher level End Recipes. (This will be adjusted based on the implementation of materia craft) Battle content will be further expanded, so dropped items will become stronger as well. As a result, if crafted items do not become stronger, crafted items will effectively die out. Therefore, we will add crafted items with very strong parameters in exchange for higher requirements such as multiple skills, rare ingredients, and multiple crafted ingredients. Gathering ingredients for these items will require help from another player and/or leveling up multiple classes. Essentially, crafting will be sharpened. To be successful, crafters will have to consistently pursue the newest recipes from patches, review where to obtain ingredients, observe market trends, and create items.

HQ Synthesis Revamp Planned for after Patch 1.20

We are planning a revamp for HQ item synthesis from Patch 1.20 on. Currently, there are multiple qualities of HQ items, which can get confusing. To fix this issue, we plan on separating these items into normal quality (NQ) and high quality (HQ). NQ and HQ items will have clear differences in quality. Also, the synthesis process for HQ items will be changed as follows:

Basically, in order to synthesize an HQ final item, HQ versions of every ingredient must be used. Players are guaranteed to synthesize HQ items if all the ingredients used are HQ. However, it will be very difficult to obtain HQ versions of all ingredients.

In addition, there will be higher level synthesis recipes that use “Cobalt Sabatons” as an ingredient. In this case, if “Cobalt Sabatons HQ” is used as an ingredient along with other HQ ingredients, an even higher level HQ item can be crafted. We believe that this system is easy to understand and will provide a nice challenge. Also, there will be synthesis recipes that require both “items that are obtained through drops only” and “items that are obtained through gathering only” which will clearly have a higher demand. This will establish a healthy relationship between fighters, gatherers, and crafters, in which the three must properly allocate roles to collect the items necessary for synthesis.

Future Developments

The removal of physical levels will have an impact on crafters and gatherers. The way that current parameters are set, each crafter/gatherer skill is affected forcefully, so we understand that some effects are not quite perceived by the player. We plan on sharpening this from Rank 50 on with the implementation of ingredients that can only be gathered by miners with STR 100+, ingredients that can only be gathered by miners with VIT 125+, armor that can only be created by armorers with DEX 115+, etc. (This is a follow-up implementation, so we will consider parameter adjustments) Even without parameter adjustments, by choosing equipped items, requirements can be met. Therefore, there will be items that can be created or ingredients that can be obtained through choosing the proper gear for crafters and gatherers. Different options and fragmentation will be possible within the same class. Of course implementing specialized classes would be another option. Within this update, the flows of synthesis and gathering will be changed. (I will ask for your opinions about this at a later time)

This has carried on very long, but this concludes my outline on the direction of revamps in patch 1.19 and beyond.

This stuff is a little more out there than I expected it to be, but I have a lot of faith in Yoshi-P making decisions that are for the good of the game. I'll withhold judgement until after we see how this all plays out.

I see it this way. You are at max rank, and you have some great gear… shouldn't you be able to pump out some things that some rank 50 scrub gilseller cannot? I don't see this necessarily as a bad thing. I've always said as miner that with a combination of skill, equipment, tool and abilities… I want to be able to work to make my character able to do things that others cannot.